Return To The Interactive Past

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Return to the Interactive Past

Author : Csilla E. Ariese-Vandemeulebroucke
Publisher : Unknown
Page : 200 pages
File Size : 51,5 Mb
Release : 2020
Category : Electronic
ISBN : 9088909121

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Return to the Interactive Past by Csilla E. Ariese-Vandemeulebroucke Pdf

A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present. Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past (2017), the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games, what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and game-making?

The Interactive Past

Author : Angus A. A. Mol,Angenitus Arie Andries Mol,Csilla E. Ariese-Vandemeulebroucke,Krijn H. J. Boom,Aris Politopoulos
Publisher : Unknown
Page : 0 pages
File Size : 52,5 Mb
Release : 2017
Category : Archaeology
ISBN : 9088904367

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The Interactive Past by Angus A. A. Mol,Angenitus Arie Andries Mol,Csilla E. Ariese-Vandemeulebroucke,Krijn H. J. Boom,Aris Politopoulos Pdf

Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.

The Routledge Handbook of Archaeology and the Media in the 21st Century

Author : Lorna-Jane Richardson,Andrew Reinhard,Nicole Smith
Publisher : Taylor & Francis
Page : 515 pages
File Size : 49,5 Mb
Release : 2024-06-20
Category : Social Science
ISBN : 9781040023044

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The Routledge Handbook of Archaeology and the Media in the 21st Century by Lorna-Jane Richardson,Andrew Reinhard,Nicole Smith Pdf

The Routledge Handbook of Archaeology and the Media in the 21st Century presents diverse international perspectives on what it means to be an archaeologist and to conduct archaeological research in the age of digital and mobile media. This volume analyses the present‐day use of new and old media by professional and academic archaeology for leisure, academic study and/or public engagement, and attempts to provide a broad survey of the use of media in a wider global archaeological context. It features work on traditional paper media, radio, podcasting, film, television, contemporary art, photography, video games, mobile technology, 3D image capture, digitization and social media. Themes explored include archaeology and traditional media, archaeology in a digital age, archaeology in a post‐truth era and the future of archaeology. Such comprehensive coverage has not been seen before, and the focus on 21st‐century concerns and media consumption practices provides an innovative and original approach. The Routledge Handbook of Archaeology and the Media in the 21st Century updates the interdisciplinary field of media studies in archaeology and will appeal to students and researchers in multiple fields including contemporary, public, digital, and media archaeology, and heritage studies and management. Television and film producers, writers and presenters of cultural heritage will also benefit from the many entanglements shared here between archaeology and the contemporary media landscape.

Practical Archaeogaming

Author : Andrew Reinhard
Publisher : Berghahn Books
Page : 252 pages
File Size : 54,9 Mb
Release : 2024-05-03
Category : Social Science
ISBN : 9781805395348

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Practical Archaeogaming by Andrew Reinhard Pdf

As a sequel to Archaeogaming: an Introduction to Archaeology in and of Video Games, the author focuses on the practical and applied side of the discipline, collecting recent digital fieldwork together in one place for the first time to share new methods in treating interactive digital built environments as sites for archaeological investigation. Fully executed examples of practical and applied archaeogaming include the necessity of a rapid archaeology of digital built environments, the creation of a Harris matrix for software stratigraphy, the ethnographic work behind a human civilization trapped in an unstable digital landscape, how to conduct photogrammetry and GIS mapping in procedurally generated space, and how to transform digital artifacts into printed three-dimensional objects. Additionally, the results of the 2014 Atari excavation in Alamogordo, New Mexico are summarized for the first time.

Teaching the Middle Ages through Modern Games

Author : Robert Houghton
Publisher : Walter de Gruyter GmbH & Co KG
Page : 230 pages
File Size : 45,9 Mb
Release : 2022-10-24
Category : History
ISBN : 9783110712117

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Teaching the Middle Ages through Modern Games by Robert Houghton Pdf

Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

Playing the Middle Ages

Author : Robert Houghton
Publisher : Bloomsbury Publishing
Page : 289 pages
File Size : 49,5 Mb
Release : 2023-08-24
Category : History
ISBN : 9781350242890

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Playing the Middle Ages by Robert Houghton Pdf

The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. This volume addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay requirements of the medium and by audience expectations of these products and the period, highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design.

Rockstar Games and American History

Author : Esther Wright
Publisher : Walter de Gruyter GmbH & Co KG
Page : 265 pages
File Size : 55,8 Mb
Release : 2022-08-22
Category : History
ISBN : 9783110716696

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Rockstar Games and American History by Esther Wright Pdf

For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, this book offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar’s brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Watch our book talk with the author Esther Wright here: https://youtu.be/AaC_9XsX-CQ

Red Dead Redemption

Author : John Wills,Esther Wright
Publisher : University of Oklahoma Press
Page : 278 pages
File Size : 41,7 Mb
Release : 2023-03-30
Category : Games & Activities
ISBN : 9780806192604

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Red Dead Redemption by John Wills,Esther Wright Pdf

While the Western was dying a slow death across the cultural landscape, it was blazing back to life as a video game in the early twenty-first century. Rockstar Games’ Red Dead franchise, beginning with Red Dead Revolver in 2004, has grown into one of the most critically acclaimed video game franchises of the twenty-first century. Red Dead Redemption: History, Myth, and Violence in the Video Game West offers a critical, interdisciplinary look at this cultural phenomenon at the intersection of game studies and American history. Drawing on game studies, western history, American studies, and cultural studies, the authors train a wide-ranging, deeply informed analytic perspective on the Red Dead franchise—from its earliest incarnation to the latest, Red Dead Redemption 2 (2018). Their intersecting chapters put the series in the context of American history, culture, and contemporary media, with inquiries into issues of authenticity, realism, the meaning of play and commercial promotion, and the relationship between the game and the wider cultural iterations of the classic Western. The contributors also delve into the role the series’ development has played in recent debates around working conditions in the gaming industry and gaming culture. In its redeployment and reinvention of the Western’s myth and memes, the Red Dead franchise speaks to broader aspects of American culture—the hold of the frontier myth and the “Wild West” over the popular imagination, the role of gun culture in society, depictions of gender and ethnicity in mass media, and the increasing allure of digital escapism—all of which come in for scrutiny here, making this volume a vital, sweeping, and deeply revealing cultural intervention.

Free Interactive E-book_ English Grammar_ Tenses

Author : ChatGPT,IFI E-book Team
Publisher : IFI
Page : 113 pages
File Size : 52,5 Mb
Release : 2023-10-26
Category : Language Arts & Disciplines
ISBN : 8210379456XXX

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Free Interactive E-book_ English Grammar_ Tenses by ChatGPT,IFI E-book Team Pdf

Built on the principles of memory retention, with a centralized interactive hyperlinked system, it creates the world's top-notch user experience design. It simultaneously features explicit texts and English example sentence pronunciations, learning and expressing become complete from now on.

The CSB Big Picture Interactive Bible

Author : CSB Bibles by Holman
Publisher : B&H Publishing Group
Page : 3539 pages
File Size : 49,7 Mb
Release : 2017-03-15
Category : Bibles
ISBN : 9781433648816

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The CSB Big Picture Interactive Bible by CSB Bibles by Holman Pdf

Bring the Bible to life for kids! As kids read the CSB Big Picture Interactive Bible, they will see scenes from the Bible literally pop off the page via a free downloadable app that lets them view the images in an augmented-reality, Digital Pop-Up™ format. And they'll listen to a narration by Jenna Lucado Bishop. This colorful, fully designed Bible meets children in the visual world they are so accustomed to by bringing Bible pages to life and showing young readers how they are a part of God's great story. Features include: Digital Pop-Up™ format using augmented reality on 146 full-page color illustrations Christ Connection feature that shows how each Bible story points to Christ Big Questions? feature to tell kids what they want to know 100 Top Memory Verses for kids to learn Seeing the Big Picture feature that digs into key Bible stories and provides parents with discussion material Big Words feature that acts as a four-color Bible dictionary Introductions for every book of the Bible, written for kids to understand Complete text of the Christian Standard Bible (CSB) Full-color maps on 8 pages Part of what makes the CSB Big Picture Interactive Bible so special is the readable, faithful-to-the-original text of the Christian Standard Bible. The CSB’s optimal blend of accuracy and readability makes it a trustworthy, easy-to-understand resource for kids to study and memorize today—and to live and share for a lifetime. Don't miss any of the products in the Big Picture brand, which includes The Big Picture Interactive Bible Storybook, The Big Picture Interactive Bible Stories in 5 Minutes, and The Big Picture Interactive Bible Stories for Toddlers.

Revolution in the Social Sciences

Author : Bernard Phillips,David Christner
Publisher : Lexington Books
Page : 206 pages
File Size : 40,9 Mb
Release : 2011-12-16
Category : Social Science
ISBN : 9780739172001

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Revolution in the Social Sciences by Bernard Phillips,David Christner Pdf

Revolution in the Social Sciences centers on integrating knowledge from sociology, psychology, anthropology, history, political science and economics in order to confront increasing worldwide problems that threaten all of us. That integration of knowledge of human behavior is essential for understanding those problems, given their enormous complexity coupled with the highly specialized nature of the social sciences and their limited communication across specialized fields. It carries further the ideas developed by the Sociological Imagination Group in the seven books it has published since its founding in 2000 (www.sociological-imagination.org): Beyond Sociology's Tower of Babel, Toward a Sociological Imagination, The Invisible Crisis of Contemporary Society, Understanding Terrorism, Armageddon or Evolution?Bureaucratic Culture and Escalating World Problems, and Saving Society. In addition to visible problems like war and terrorism with weapons of mass destruction that are becoming ever more threatening, there are relatively invisible problems. For example, there is an increasing gap between what people throughout the world want—including a decent standard of living and freedom from patterns of hatred like racism, sexism and ageism—and what they are in fact able to get. There is, then, an increasing aspirations-fulfillment gap, largely produced by the "revolution of rising expectations" over the past five centuries. Political leaders who attempt to confront problems can only make limited progress on them, largely because of the failure of social scientists to integrate their knowledge and thus yield the understanding of these complex problems that is required.

The Interactive Documentary in Canada

Author : Michael Brendan Baker,Jessica Mulvogue
Publisher : McGill-Queen's Press - MQUP
Page : 371 pages
File Size : 51,9 Mb
Release : 2024-06-18
Category : Performing Arts
ISBN : 9780228021612

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The Interactive Documentary in Canada by Michael Brendan Baker,Jessica Mulvogue Pdf

Interactive documentary emerged rapidly from a constellation of changing technologies and practices to much excitement, yet its history is short and its future uncertain. In the mid-2010s Canada was a world leader in the creation of i-docs. Less than a decade later technological obsolescence has rendered many of these celebrated projects inaccessible, while rapid digital innovation continues to change the i-doc form and its modes of experience. The Interactive Documentary in Canada captures this transitional moment in documentary filmmaking and media production. Bringing together a range of historical, theoretical, and critical approaches, this collection examines the past – and the imagined future – of a nonfiction storytelling phenomenon that has Canadian institutions, figures, and works at its centre. Embracing a polyphonic conception of interactive documentary, the volume includes explorations of web-based, app-based, installation, and virtual reality works that push the boundaries of what is understood as documentary cinema. Leading documentary scholars and makers consider the historical and technological contexts of i-doc production, innovation, and exhibition; the political and pedagogical potential of the genre; the ethics of the i‐doc experience; and the format’s future lifespan in the contemporary media landscape. The Interactive Documentary in Canada establishes a place for the i-doc in the history of Canadian film, highlighting the genre’s significant impact on the National Film Board of Canada and on contemporary global documentary media.

Identity, Diaspora and Return in American Literature

Author : Maria Antònia Oliver-Rotger
Publisher : Routledge
Page : 244 pages
File Size : 47,7 Mb
Release : 2014-09-19
Category : Literary Criticism
ISBN : 9781317818205

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Identity, Diaspora and Return in American Literature by Maria Antònia Oliver-Rotger Pdf

This volume combines literary analysis and theoretical approaches to mobility, diasporic identities and the construction of space to explore the different ways in which the notion of return shapes contemporary ethnic writing such as fiction, ethnography, memoir, and film. Through a wide variety of ethnic experiences ranging from the Transatlantic, Asian American, Latino/a and Caribbean alongside their corresponding forms of displacement - political exile, war trauma, and economic migration - the essays in this collection connect the intimate experience of the returning subject to multiple locations, historical experiences, inter-subjective relations, and cultural interactions. They challenge the idea of the narrative of return as a journey back to the untouched roots and home that the ethnic subject left behind. Their diacritical approach combines, on the one hand, a sensitivity to the context and structural elements of modern diaspora; and on the other, an analysis of the individual psychological processes inherent to the experience of displacement and return such as nostalgia, memory and belonging. In the narratives of return analyzed in this volume, space and identity are never static or easily definable; rather, they are in-process and subject to change as they are always entangled in the historical and inter-subjective relations ensuing from displacement and mobility. This book will interest students and scholars who wish to further explore the role of American literature within current debates on globalization, migration, and ethnicity.

Storytelling for Interactive Digital Media and Video Games

Author : Nicholas B. Zeman
Publisher : CRC Press
Page : 280 pages
File Size : 50,8 Mb
Release : 2017-04-07
Category : Computers
ISBN : 9781315354477

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Storytelling for Interactive Digital Media and Video Games by Nicholas B. Zeman Pdf

The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can't. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive." Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs from previous incarnations of mediums for stories Key Features: Explores the necessary elements of a story (setting, character, events, sequence, and perspective) and how they affect the viewer of the story Discusses media and its role in storytelling, including images, art, sound, video, and animation Explores the effect of interactivity on the story, such as contest TV, web-based storytelling, kiosks, and games Shows the different types of story themes in gaming and how they are interwoven Describes how to make games engaging and rewarding intrinsically and extrinsically

Interactive TV Standards

Author : Steven Morris,Anthony Smith-Chaigneau
Publisher : Taylor & Francis
Page : 612 pages
File Size : 53,9 Mb
Release : 2012-08-06
Category : Language Arts & Disciplines
ISBN : 9781136035692

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Interactive TV Standards by Steven Morris,Anthony Smith-Chaigneau Pdf

For any digital TV developer or manager, the maze of standards and specifications related to MHP and OCAP is daunting-you have to patch together pieces from several standards to gather all the necessary knowledge you need to compete worldwide. The standards themselves can be confusing, and contain many inconsistencies and missing pieces. Interactive TV Standards provides a guide for actually deploying these technologies for a broadcaster or product and application developer. Understanding what the APIs do is essential for your job, but understanding how the APIs work and how they relate to each other at a deeper level helps you do it better, faster and easier. Learn how to spot when something that looks like a good solution to a problem really isn't. Understand how the many standards that make up MHP fit together, and implement them effectively and quickly. Two DVB insiders teach you which elements of the standards that are needed for digital TV, highlight those elements that are not needed, and explain the special requirements that MHP places on implementations of these standards. Once you've mastered the basics, you will learn how to develop products for US, European, and Asian markets--saving time and money. By detailing how a team can develop products for both the OCAP and MHP markets, Interactive TV Standards teaches you how to to leverage your experience with one of these standards into the skills and knowledge needed to work with the critical, related standards. Does the team developing a receiver have all the knowledge they need to succeed, or have they missed important information in an apparently unrelated standard? Does an application developer really know how to write a reliable piece of software that runs on any MHP or OCAP receiver? Does the broadcaster understand the business and technical issues well enough to deploy MHP successfully, or will their project fail? Increase your chances of success the first time with Interactive TV Standards.